Summary: An exceptionally gifted creator of magical items, able to easily forge the most powerful of items with his magical powers. These creators are both Divine or Arcane in nature and have been known to create the greatest items of legend.

Length: 10 levels; minimum level: 6.

Contents

The forges are my home, the fiery heat, my ally, and the steel, my slave.

”

—Melissa Travoris, Grey Elf Artificer, The Massacre of 12 Pillows

The Artificer is a master of the arts of magic and creation, able to craft from the most worn out metal a magical item of power. They wield these constructive energies with a masterful grace and their art is one that has been passed down through many years of creation.

Spellcasting: At each level each level after first, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Artificer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Bonus Feats: An Artificer may take any Craft feat as a bonus feat at first level, as long as he meets the prerequisites for the feat. He also gains a bonus feat at fifth level and tenth level.

Disenchant (Su): At 1st level, the Artificer is capable of using the essences of other magic items to fuel his own work. He gains the ability to 'disenchant' magical items, turning them back into lesser components. A disenchanted magic item loses all of it's magical properties and the Artificer gains magical essence that can be used for other crafting. This essence supplies experience equal to 25% of the original experience used on the disenchanted item. Magic Essence takes the form of dimly glowing crystals that weight 1 pound each. If an item has charges, the essence gained is divided by the amount of expended charges. Example: An artificer disenchants an item that's experience cost was 200. When he goes to craft another item, he can use the magical essence from the previous item to reduce the experience cost by 50 (25% of 200).

Efficient Progress (Ex): The Artificer is well adept at the crafting of magical items. At every even level, the Artificer is able to reduce the amount of time, gold and xp expended on the creation of a magic item by the indicated number (Increments of 10%)

Magical Crafting (Ex): The Artificer is a master of the energies he commands in order to imbue his items. Starting at level 3, whenever creating an item, treat the Artificer's caster level as 1 higher. This increases by +1 every 3 levels.

Superior Disenchant: At 7th level, the Artificer's understanding on magic allows him to draw even more power from magical items. Whenever he disenchants an item, he gains a Greater Magical Essence, which holds 50% of the original experience rather than 25%.

Combat: An Artificer is still a primary spellcaster, they gain full spell power and can use it fully to their advantage, especially when combining with their own magical creations to cause widespread destruction.

Advancement: After fully becoming one with the constructive powers of the Artificer, they usually go back to their normal spellcasting class or persue another class that will compliment their creation abilities.

Resources: The Artificer can create and sell all kinds of various gadgets and doodads. This can often get them recogized by various trading companies and supplied with the necessary raw material.

She used such weird devices, they had no idea what hit them... Literally.

”

—Tim the Cowardly Monk, Elf Monk

The Artificer is a creator, bringing forth magical and wondrous items. They are the backbone of magical item selling, creating various items for the shops and their own party.

NPC Reactions: Normal people may be quite surprised by the variety of items that an Artificer may carry, various magical doodads and exotic items with special properties. But, some are known to be suppliers for various magic shops.

Characters with ranks in Knowledge (Arcana) can research Artificer to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

An Artificer can be anywhere where there is magic; creating items for adventurers or teaching their art at magical colleges. They could easily exist, simply mistaken as wizards or clerics in any society, with a range of strange gadgets.

Adaptation: Any caster could possibly be an Artificer, so slotting them in is easy.

Sample Encounter: While taking an ale in the 12 Pillows Inn, a fight suddenly kicks up; a band of five adventuers have provoked some low-lives and the party has been roped into the fight. One of the band is a female with a variety of peculiar gadgets...

Melissa Travoris is one of the five adventurers that comprise a famous adventuring band. She is the spellcaster of the group and the most intelligent of them. As a gray elf, she's a very pale skinned female and quite slender in her body type. She's about five and a half feet tall, with all her gear on. Her hair is short and auburn, well kempt most probably via use of magic; her hair bringing out the brightness of her sheer emerald eyes. Although they are oft covered by a pair of glasses with a variety of different and shifting lenses. She has a wirely jawline and thin lips, that are slightly tinted redder than normal. Her ears are pointed at the end, but otherwise very little is different from normal ears.

Melissa wears soft clothing, tailored together finely by elven fingers. A delicate green shirt over her torso with short sleeves and just long enough to be tucked into a pair of black trousers, loosely fitted with a black belt with a silver winged buckle.

Serpent's Staff: This five foot long staff is made of a very fine wood and has a variety of strange wiring inlaid throughout it. A small power-source is positioned as a crystal in the middle of the staff and two leather grips are positioned strategically on the length of the staff to aid grip. The head opens into a bulb-like that opens when two hands are positioned specifically on the grips. When activated by specific hand movements, the staff fires out a bolt of energy through the opened end.

As a standard action, the Serpent's Staff allows the user to fire an orb of force (CL 10) at a single target. This can be used at will.

Ruin's Armguards: A pair of armguards made from leather and a signel gem in the middle of each, with a variety of wires that appear to have energy pulsing through them. They are activated by a mental command word and a thrust of the arm, firing a beam of pure destructive energy. Each gem requires a day to collect enough energy for it to recharge.

Twice per day, as a standard action, the Ruin's Armguards allows the user to use disintegrate 2/day (CL 11).

Dragon's Eyes: A pair of goggles that appear to be slightly irregular. They have a variety of different lenses that switch randomly between each other. Otherwise, they have the appearance of regular glasses. The lenses appear to have different shades on them, for different modes of viewing.

Continuously, the wearer of the Dragon's Eyes has the dragonsight spell on them.

Spider's Feet: Soft and silky boots, they have a mithral-like metal sole. The soles have small hooks in them capable of digging into walls or other surfaces easily, allowing for easy climbing. The Spider's Feet also comes with a pair of palm-sized leather straps (that meld into other gloves or straps), that also have the same hooks to allow for climbing.

Continuously, the wearer of the Spider's Feet has the spider climb spell on them.

Vurcar's Wings: A brown leather belt with a silver buckle is rather unremarkable, save for the buckle itself. The buckle has a pair of wings upon either side. Behind the buckle is a little gem in the middle of the wings, slightly throbs with arcane energy.

Continuously, the wearer of the Vurcar's Wings has the fly spell on them.

Stalker's Cloak: A black and ever-so shadowy cloak, it shifts uneasily even when left alone. It has a hood and is spacious enough to enwrap the wearer in it's confides. In doing so, they become completely translucent; their items too.

Continuously, the wearer of the Stalker's Cloak has the greater invisibility spell on them. This is dismissable and usable as a free action.